Nash wrote:Can someone explain to me what's so special about that GZDoom64 lighting? It looks to me like you applied coloured glow on the walls. Anything else?
[I've never played Doom64 BTW]
If you mean that other "port" called GZDoom64, I did not make that. Someone by the name of nightside eventually released it, but it was clearly The Absolution TC converted to GZDoom. My project now is a fresh and brand new remake of the original to GZDoom, using no prior base for the maps. They have all been converted by hand from the source files to work in GZDoom, all in UDMF format of course.
Anyway, right now the best way to accomplish Doom 64's lighting look is with the extensive use of glowing flats. It's since been made easier by being able to directly apply a glow in UDMF but that's only a part of the lighting system. Doom 64 is capable of lighting the upper wall, lower wall, floor, ceiling and things all differently on a per sector basis. This allows for some really cool effects, like a dark blue room fading up into black but with a red floor for example.
That video I linked to shows the exact effect, and even has additive lighting on a per sector basis that strobes almost pure white instead of just the normal Doom "255 brightness" level.